Generally, dm doesn't go down well here (tf2 isn't built for dm), and 1 vs 1 scout sounds painfully dull. I must say that the detailing is very nice though! Next time, make something more traditional (koth or 2cp would be a good place to start). I'd enjoy seeing what something like that would look like.

Generally, dm doesn't go down well here (tf2 isn't built for dm), and 1 vs 1 scout sounds painfully dull. I must say that the detailing is very nice though! Next time, make something more traditional (koth or 2cp would be a good place to start). I'd enjoy seeing what something like that would look like.

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Em i have speaked to some pro hl2dm players they said that there no difference between hl2 dm_map and this the same random respawn, maybe this map is small, but also i wanted to combine tf2 duel_duel and hl2dm dm_map

It seems as if catman does not take kindly to constructive criticism...

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There hasn't really been any yet.

For a first map this is a decent start. Your corridors and fighting space are well sized for tf2. The lack of proper spawn rooms is troubling though, even for a 1v1 Scout Deathmatch.

First things first read through This Site. It'll teach you how to properly optimize your map, which will help both player and compile performance. Also I'd suggest you start moving up a bit. Try designing a small koth or arena map, one that could be used by any class. These types of maps are the perfect sizes for a simple DM map, if you choose to continue in this gamemode.

Finally, stay away from carving and working in less-than 8x8 grids. It'll make your life a lot easier when designing in hammer and compiling.

Em i have speaked to some pro hl2dm players they said that there no difference between hl2 dm_map and this the same random respawn, maybe this map is small, but also i wanted to combine tf2 duel_duel and hl2dm dm_map

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sorry, what? I meant, the HL2:dm play style is incompatible with TF2 :/

Sorry, I'm just not convinced by dm maps in TF2, or maps that limit player numbers (especially to 1v1 scouts only). I mean, maps specifically designed for 6v6 or 12v12 are fine, but anything less than 6v6 is just not going to work imo.

As I said before, please make a more traditional map. I think you could make something beautiful.

EDIT: its hard to find a lot of constructive criticism on such a small map, that's why people are giving short replies I think.

Finally, stay away from carving and working in less-than 8x8 grids. It'll make your life a lot easier when designing in hammer and compiling.

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I'm going to disagree with you there. I mean about the grid, carving is a definite no-no. Yes an 8x8, or even a 16x16, grid is good for blocking out, but going down to a 2x2 may be necessary when detailing, a 1x1 grid may even be required for placing models. Basically, as the the task you are doing gets more and more precise, use a smaller grid, but stick to the biggest one you can get away with. Also don't rotate brushes

EDIT2:
I'm going to disagree with you there. I mean about the grid, carving is a definite no-no. Yes an 8x8, or even a 16x16, grid is good for blocking out, but going down to a 2x2 may be necessary when detailing, a 1x1 grid may even be required for placing models.

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True, I didn't make myself entirely clear. When in the initial level design stay away from less then an 8x8 gird. Detailing is another matter, but you should understand the basics of func_detail first before you go into that, compiling with 1x1 brushes around is insane.

sorry, what? I meant, the HL2:dm play style is incompatible with TF2 :/

Sorry, I'm just not convinced by dm maps in TF2, or maps that limit player numbers (especially to 1v1 scouts only). I mean, maps specifically designed for 6v6 or 12v12 are fine, but anything less than 6v6 is just not going to work imo.

As I said before, please make a more traditional map. I think you could make something beautiful.

EDIT: its hard to find a lot of constructive criticism on such a small map, that's why people are giving short replies I think.

EDIT2:
I'm going to disagree with you there. I mean about the grid, carving is a definite no-no. Yes an 8x8, or even a 16x16, grid is good for blocking out, but going down to a 2x2 may be necessary when detailing, a 1x1 grid may even be required for placing models. Basically, as the the task you are doing gets more and more precise, use a smaller grid, but stick to the biggest one you can get away with. Also don't rotate brushes

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if duel_duel2 exists and it is playable on esl as ladder this map also can be playable. My imagination will not give me chance to create a big map) or small as koth. So i wanted ideas about this map maybe something to add and etc.

if duel_duel2 exists and it is playable on esl as ladder this map also can be playable. My imagination will not give me chance to create a big map) or small as koth. So i wanted ideas about this map maybe something to add and etc.

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Until this site's last contest, mapping for a competitive audience wasn't even being done (on purpose) here.